Godz wrote:Same here, I'd love to donate $500...but its not possible right now, I need some time...

Mr. Strange wrote:(I will probably attend G-fest, to promote the campaign).
PopInPicsPresents wrote:Mr. Strange wrote:(I will probably attend G-fest, to promote the campaign).
You'd probably make your quota there![]()
With that many G-fans in one place you'd get the word out along with a bunch of donations if you decide to put up a donation box.

Godz wrote:So here's an idea I had, to help make the case for some monsters NOT having beam/projectile attacks.
Think of "super armor" in Marvel vs Capcom....basically characters like Hulk and Juggernaut can stand up to attacks without blocking them that would daze/pop up/knock back other fighters. Give Anguirus a similar capability.
Now, I know projectiles in Godzilla games are continuous, rather than a short Hadouken style fireball. So, whereas, say, Godzilla's energy meter will drain as he fires his breath ray, Anguirus' meter allows him to charge forward. So, Godzilla is firing his ray on Anguirus. Anguirus cannot fire one back to instigate a "beam battle", but when his 'special' button is pressed, he begins to charge forward. He still takes damage from the ray, but, it cannot push him back. Eventually he crashes into Godzilla and interrupts his ray. However, if Godzilla stops firing the ray, he can avoid or counter the charge.
Thoughts?

hammysammy59 wrote:I'm really glad ideas like this are getting pitched. In the movies we see some monsters are more resistant to beams than others, and stuff like this just makes sense. If we keep the energy bars, I definitely like the idea of some monsters using it for things besides a beam. Mr. Strange pitched some really cool things a page or two ago, and to add to that, I think Kamacuras' optical camo from Final Wars could be really cool too. (maybe have it work like Gigan's teleport?)

Brianzilla2004 wrote:I'd really like to see Zilla make an appearance in this game. He shares a lot of Baragon's traits. He's a speedy monster with low defense, he's an excellent jumper and he can burrow. He could have a breath weapon not unlike Anguirus' Sonic Roar, which would allow him to disrupt attacks at close- to medium-range. Like Baragon's flame attack in GSTE, it should be an instantly fired ability. Low damage, slight knockback. Not particularly useful for dealing damage, but great for disrupting your opponents' attacks.
TitanoGoji16 wrote:Brianzilla2004 wrote:I'd really like to see Zilla make an appearance in this game. He shares a lot of Baragon's traits. He's a speedy monster with low defense, he's an excellent jumper and he can burrow. He could have a breath weapon not unlike Anguirus' Sonic Roar, which would allow him to disrupt attacks at close- to medium-range. Like Baragon's flame attack in GSTE, it should be an instantly fired ability. Low damage, slight knockback. Not particularly useful for dealing damage, but great for disrupting your opponents' attacks.
And then, for his Rage/special, he could have his atomic ray from GTS.


Mr. Strange wrote:hammysammy59 wrote:I'm really glad ideas like this are getting pitched. In the movies we see some monsters are more resistant to beams than others, and stuff like this just makes sense. If we keep the energy bars, I definitely like the idea of some monsters using it for things besides a beam. Mr. Strange pitched some really cool things a page or two ago, and to add to that, I think Kamacuras' optical camo from Final Wars could be really cool too. (maybe have it work like Gigan's teleport?)
It's pretty important, in general, for monster abilities to be something visible, and something which is self-centric instead of opponent-centric. Invisibility or slow-time work great in single-player games, but get pretty weird in multiplayer situation.
Super Armor is very workable, but it can be hard for players to really see it - even Hulk's Super Armor is something that is pretty tricky to take advantage of. But I think it's a rich vein to mine for ideas.
Resistance to beams is, obviously, something I've been doing for years. But as we have discussed, some more clarity there would help players.
I was playing G:StE yesterday with someone, and I was wishing that the Story-Mode bio data (Attack rating, resistances, etc) was visible in the vs character select screen. That sounds like a pretty crammed 4-player select screen...
Brianzilla2004 wrote:I'd really like to see Zilla make an appearance in this game. He shares a lot of Baragon's traits. He's a speedy monster with low defense, he's an excellent jumper and he can burrow. He could have a breath weapon not unlike Anguirus' Sonic Roar, which would allow him to disrupt attacks at close- to medium-range. Like Baragon's flame attack in GSTE, it should be an instantly fired ability. Low damage, slight knockback. Not particularly useful for dealing damage, but great for disrupting your opponents' attacks.
Another ability for Zilla could be scaling large buildings. Approach a skyscraper and press the grapple button and Zilla grabs onto the side and start climbing. If you reach the top of the building, you can perch yourself on the roof and set up a highly lethal jump attack (think pro wrestlers jumping onto downed foes from the corner of the ring). This could be a risky move though, as your opponents could knock the building down with you on it, which could potentially deal great damage to Zilla.
ゴジラ wrote:Also for a tap projectile it could be hurricane breath, it could help disrupt attacks and give some breathing room. While the normal projectile is the atomic breath.
ゴジラ wrote:As for the borrowing detail, we could expand on that like what was done with Baragon. I remember baragon being able to jump out from the ground while in the process of borrowing, we could give Zilla the same deal, but instead of jumping out, he could use a short burst of his atomic breath to knock back/or push back a opponent. (Those who had seen GTS: Monster Wars part 3 will know what I'm talking about).
Brianzilla2004 wrote:Another ability for Zilla could be scaling large buildings. Approach a skyscraper and press the grapple button and Zilla grabs onto the side and start climbing. If you reach the top of the building, you can perch yourself on the roof and set up a highly lethal jump attack (think pro wrestlers jumping onto downed foes from the corner of the ring). This could be a risky move though, as your opponents could knock the building down with you on it, which could potentially deal great damage to Zilla.

hammysammy59 wrote:Brianzilla2004 wrote:Another ability for Zilla could be scaling large buildings. Approach a skyscraper and press the grapple button and Zilla grabs onto the side and start climbing. If you reach the top of the building, you can perch yourself on the roof and set up a highly lethal jump attack (think pro wrestlers jumping onto downed foes from the corner of the ring). This could be a risky move though, as your opponents could knock the building down with you on it, which could potentially deal great damage to Zilla.
I love this idea and I would LOVE to see this in the game. The cool part is, if the mechanics are worked out for Zilla, it could then get applied to other monsters who would could use this ability: mainly Kong (or a Kong-alike--more a tribute to his non-Toho movies than anything) and maybe Kamacuras (we see him landing on buildings in FW).
Varan Bon Ziller wrote:....What ever happened to the innocence of monster banging others brains out...

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